//////////////////////////////////////////////
/// 2DxFX v3 - by VETASOFT 2018 //
//////////////////////////////////////////////


//////////////////////////////////////////////

Shader "2DxFX_Extra_Shaders/GhostClipping"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_GhostFX_Smooth_1("_GhostFX_Smooth_1", Range(0, 1)) = 1
_GhostFX_ClipUp_1("_GhostFX_ClipUp_1", Range(0, 1)) = 0.582
_GhostFX_ClipDown_1("_GhostFX_ClipDown_1", Range(0, 1)) = 0.616
_GhostFX_ClipLeft_1("_GhostFX_ClipLeft_1", Range(0, 1)) = 0.518
_GhostFX_ClipRight_1("_GhostFX_ClipRight_1", Range(0, 1)) = 0.518
_SpriteFade("SpriteFade", Range(0, 1)) = 1.0

// required for UI.Mask
[HideInInspector]_StencilComp("Stencil Comparison", Float) = 8
[HideInInspector]_Stencil("Stencil ID", Float) = 0
[HideInInspector]_StencilOp("Stencil Operation", Float) = 0
[HideInInspector]_StencilWriteMask("Stencil Write Mask", Float) = 255
[HideInInspector]_StencilReadMask("Stencil Read Mask", Float) = 255
[HideInInspector]_ColorMask("Color Mask", Float) = 15

}

SubShader
{

Tags {"Queue" = "Transparent" "IgnoreProjector" = "true" "RenderType" = "Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off

// required for UI.Mask
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}

Pass
{

CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"

struct appdata_t{
float4 vertex   : POSITION;
float4 color    : COLOR;
float2 texcoord : TEXCOORD0;
};

struct v2f
{
float2 texcoord  : TEXCOORD0;
float4 vertex   : SV_POSITION;
float4 color    : COLOR;
};

sampler2D _MainTex;
float _SpriteFade;
float _GhostFX_Smooth_1;
float _GhostFX_ClipUp_1;
float _GhostFX_ClipDown_1;
float _GhostFX_ClipLeft_1;
float _GhostFX_ClipRight_1;

v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}


float4 GhostFX(float4 txt, float2 uv, float smooth, float up, float down, float left, float right)
{
float a = txt.a;
float c1 = 1;
float noffset = smooth;
if (uv.y > up)      c1 = saturate(((1 + noffset) / (1 - up))*(1 - uv.y) - noffset);
if (uv.y < 1 - down) c1 *= saturate(((1 + noffset) / (1 - down))*uv.y - noffset);
if (uv.x > right)  c1 *= saturate(((1 + noffset) / (1 - right))*(1 - uv.x) - noffset);
if (uv.x < 1 - left) c1 *= saturate(((1 + noffset) / (1 - left))*uv.x - noffset);
txt.a = a*c1;
return txt;
}
float4 frag (v2f i) : COLOR
{
float4 _MainTex_1 = tex2D(_MainTex, i.texcoord);
float4 _GhostFX_1 = GhostFX(_MainTex_1,i.texcoord,_GhostFX_Smooth_1,_GhostFX_ClipUp_1,_GhostFX_ClipDown_1,_GhostFX_ClipLeft_1,_GhostFX_ClipRight_1);
float4 FinalResult = _GhostFX_1;
FinalResult.rgb *= i.color.rgb;
FinalResult.a = FinalResult.a * _SpriteFade * i.color.a;
return FinalResult;
}

ENDCG
}
}
Fallback "Sprites/Default"
}
